Senior Technical Artist at BuzzSols (2024-01 – Present)
Senior Technical Artist specializing in VR rendering and shader optimization
- Defined and improved environment and VFX workflows in Unity, enabling faster asset integration and iteration across teams
- Developed hand-written HLSL shaders optimized for mobile and standalone VR hardware
- Implemented interactive VFX using Unity VFX Graph, Particle Systems, and shader-based effects for gameplay and UI
- Optimized assets, lighting, and rendering using Forward Rendering pipeline to maintain smooth VR frame rates 7290 FPS
- Built custom Unity tools and editor scripts to automate asset validation, material setup, and prefab workflows
- Implemented Material Property Blocks and Nested Prefabs to reduce draw calls and improve runtime performance
- Collaborated closely with engineers, designers, and environment artists to resolve rendering, memory, and performance issues
Technical Artist at Agile17 (2022-01 – 2024-12)
Technical Artist developing custom shaders and rendering solutions for VR and mobile platforms
- Developed custom shaders and rendering solutions using HLSL for real-time environments and gameplay VFX
- Implemented Unity animation systems, Timeline sequences, and particle-driven gameplay effects
- Performed performance profiling and GPU optimization for VR and mobile platforms
- Optimized scene complexity by reducing draw calls, shader cost, and texture memory usage
- Created technical 3D and 2D assets including shader-driven UI elements and gameplay visual effects
- Implemented texture baking workflows, embedding arbitrary data into textures and mesh properties for runtime use
- Worked as the technical bridge between art and engineering, ensuring visuals met both artistic and performance targets
3D Pipeline TD at Contractor (2019-01 – 2022-12)
3D Pipeline Technical Director building modular rigging systems and GPU-based particle systems
- Built modular rigging systems enabling rapid iteration on whimsical characters and props
- Integrated game and interface animation blueprints with custom tools for artists
- Implemented GPU-based particle systems for dynamic gameplay effects
- Assisted in pipeline setup, source control, and environment streaming optimizations
- Resolved stability, memory, and performance issues, ensuring compliance with target budgets
- Collaborated with designers to bring prototype features to life with real-time constraints